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  • Python: why does this code take forever (infinite loop?)

    - by Rosarch
    I'm developing an app in Google App Engine. One of my methods is taking never completing, which makes me think it's caught in an infinite loop. I've stared at it, but can't figure it out. Disclaimer: I'm using http://code.google.com/p/gaeunitlink text to run my tests. Perhaps it's acting oddly? This is the problematic function: def _traverseForwards(course, c_levels): ''' Looks forwards in the dependency graph ''' result = {'nodes': [], 'arcs': []} if c_levels == 0: return result model_arc_tails_with_course = set(_getListArcTailsWithCourse(course)) q_arc_heads = DependencyArcHead.all() for model_arc_head in q_arc_heads: for model_arc_tail in model_arc_tails_with_course: if model_arc_tail.key() in model_arc_head.tails: result['nodes'].append(model_arc_head.sink) result['arcs'].append(_makeArc(course, model_arc_head.sink)) # rec_result = _traverseForwards(model_arc_head.sink, c_levels - 1) # _extendResult(result, rec_result) return result Originally, I thought it might be a recursion error, but I commented out the recursion and the problem persists. If this function is called with c_levels = 0, it runs fine. The models it references: class Course(db.Model): dept_code = db.StringProperty() number = db.IntegerProperty() title = db.StringProperty() raw_pre_reqs = db.StringProperty(multiline=True) original_description = db.StringProperty() def getPreReqs(self): return pickle.loads(str(self.raw_pre_reqs)) def __repr__(self): return "%s %s: %s" % (self.dept_code, self.number, self.title) class DependencyArcTail(db.Model): ''' A list of courses that is a pre-req for something else ''' courses = db.ListProperty(db.Key) def equals(self, arcTail): for this_course in self.courses: if not (this_course in arcTail.courses): return False for other_course in arcTail.courses: if not (other_course in self.courses): return False return True class DependencyArcHead(db.Model): ''' Maintains a course, and a list of tails with that course as their sink ''' sink = db.ReferenceProperty() tails = db.ListProperty(db.Key) Utility functions it references: def _makeArc(source, sink): return {'source': source, 'sink': sink} def _getListArcTailsWithCourse(course): ''' returns a LIST, not SET there may be duplicate entries ''' q_arc_heads = DependencyArcHead.all() result = [] for arc_head in q_arc_heads: for key_arc_tail in arc_head.tails: model_arc_tail = db.get(key_arc_tail) if course.key() in model_arc_tail.courses: result.append(model_arc_tail) return result Am I missing something pretty obvious here, or is GAEUnit acting up?

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  • python list/dict property best practice

    - by jterrace
    I have a class object that stores some properties that are lists of other objects. Each of the items in the list has an identifier that can be accessed with the id property. I'd like to be able to read and write from these lists but also be able to access a dictionary keyed by their identifier. Let me illustrate with an example: class Child(object): def __init__(self, id, name): self.id = id self.name = name class Teacher(object): def __init__(self, id, name): self.id = id self.name = name class Classroom(object): def __init__(self, children, teachers): self.children = children self.teachers = teachers classroom = Classroom([Child('389','pete')], [Teacher('829','bob')]) This is a silly example, but it illustrates what I'm trying to do. I'd like to be able to interact with the classroom object like this: #access like a list print classroom.children[0] #append like it's a list classroom.children.append(Child('2344','joe')) #delete from like it's a list classroom.children.pop(0) But I'd also like to be able to access it like it's a dictionary, and the dictionary should be automatically updated when I modify the list: #access like a dict print classroom.childrenById['389'] I realize I could just make it a dict, but I want to avoid code like this: classroom.childrendict[child.id] = child I also might have several of these properties, so I don't want to add functions like addChild, which feels very un-pythonic anyway. Is there a way to somehow subclass dict and/or list and provide all of these functions easily with my class's properties? I'd also like to avoid as much code as possible.

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  • Capturing stdout from an imported module in wxpython and sending it to a textctrl, without blocking the GUI

    - by splafe
    There are alot of very similar questions to this but I can't find one that applies specifically to what I'm trying to do. I have a simulation (written in SimPy) that I'm writing a GUI for, the main output of the simulation is text - to the console from 'print' statements. Now, I thought the simplest way would be to create a seperate module GUI.py, and import my simulation program into it: import osi_model I want all the print statements to be captured by the GUI and appear inside a Textctrl, which there's countless examples of on here, along these lines: class MyFrame(wx.Frame): def __init__(self, *args, **kwds): <general frame initialisation stuff..> redir=RedirectText(self.txtCtrl_1) sys.stdout=redir class RedirectText: def __init__(self,aWxTextCtrl): self.out=aWxTextCtrl def write(self,string): self.out.WriteText(string) I am also starting my simulation from a 'Go' button: def go_btn_click(self, event): print 'GO' self.RT = threading.Thread(target=osi_model.RunThis()) self.RT.start() This all works fine, and the output from the simulation module is captured by the TextCtrl, except the GUI locks up and becomes unresponsive - I still need it to be accessible (at the very minimum to have a 'Stop' button). I'm not sure if this is a botched attempt at creating a new thread that I've done here, but I assume a new thread will be needed at some stage in this process. People suggest using wx.CallAfter, but I'm not sure how to go about this considering the imported module doesn't know about wx, and also I can't realistically go through the entire simulation architecture and change all the print statements to wx.CallAfter, and any attempt to capture the shell from inside the imported simulation program leads to the program crashing. Does anybody have any ideas about how I can best achieve this? So all I really need is for all console text to be captured by a TextCtrl while the GUI remains responsive, and all text is solely coming from an imported module. (Also, secondary question regarding a Stop button - is it bad form to just kill the simulation thread?). Thanks, Duncan

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  • How do I structure my tests with Python unittest module?

    - by persepolis
    I'm trying to build a test framework for automated webtesting in selenium and unittest, and I want to structure my tests into distinct scripts. So I've organised it as following: base.py - This will contain, for now, the base selenium test case class for setting up a session. import unittest from selenium import webdriver # Base Selenium Test class from which all test cases inherit. class BaseSeleniumTest(unittest.TestCase): def setUp(self): self.browser = webdriver.Firefox() def tearDown(self): self.browser.close() main.py - I want this to be the overall test suite from which all the individual tests are run. import unittest import test_example if __name__ == "__main__": SeTestSuite = test_example.TitleSpelling() unittest.TextTestRunner(verbosity=2).run(SeTestSuite) test_example.py - An example test case, it might be nice to make these run on their own too. from base import BaseSeleniumTest # Test the spelling of the title class TitleSpelling(BaseSeleniumTest): def test_a(self): self.assertTrue(False) def test_b(self): self.assertTrue(True) The problem is that when I run main.py I get the following error: Traceback (most recent call last): File "H:\Python\testframework\main.py", line 5, in <module> SeTestSuite = test_example.TitleSpelling() File "C:\Python27\lib\unittest\case.py", line 191, in __init__ (self.__class__, methodName)) ValueError: no such test method in <class 'test_example.TitleSpelling'>: runTest I suspect this is due to the very special way in which unittest runs and I must have missed a trick on how the docs expect me to structure my tests. Any pointers?

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  • how to get data from another file?

    - by Ronnie Chester Lynwood
    hey guys i got this jquery codes: jQuery(function ($) { var OSX = { container: null, init: function () { $("input.osx, a.osx").click(function (e) { e.preventDefault(); $("#osx-modal-content").modal({ overlayId: 'osx-overlay', containerId: 'osx-container', closeHTML: null, minHeight: 80, opacity: 65, position: ['0',], overlayClose: true, onOpen: OSX.open, onClose: OSX.close }); }); }, open: function (d) { var self = this; self.container = d.container[0]; d.overlay.fadeIn('slow', function () { $("#osx-modal-content", self.container).show(); var title = $("#osx-modal-title", self.container); title.show(); d.container.slideDown('slow', function () { setTimeout(function () { var h = $("#osx-modal-data", self.container).height() + title.height() + 20; // padding d.container.animate( {height: h}, 200, function () { $("div.close", self.container).show(); $("#osx-modal-data", self.container).show(); } ); }, 300); }); }) }, close: function (d) { var self = this; // this = SimpleModal object d.container.animate( {top:"-" + (d.container.height() + 20)}, 500, function () { self.close(); // or $.modal.close(); } ); } }; OSX.init(); }); this js is gets #osx-modal-content,#osx-modal-title,#osx-modal-data from index.php. how can i get divs from another page? thanks

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  • Who needs singletons?

    - by sexyprout
    Imagine you access your MySQL database via PDO. You got some functions, and in these functions, you need to access the database. The first thing I thought of is global, like: $db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'root', 'pwd'); function some_function() { global $db; $db->query('...'); } But it's considered as a bad practice. So, after a little search, I ended up with the Singleton pattern, which "applies to situations in which there needs to be a single instance of a class." According to the example of the manual, we should do this: class Database { private static $instance, $db; private function __construct(){} static function singleton() { if(!isset(self::$instance)) self::$instance = new __CLASS__; return self:$instance; } function get() { if(!isset(self::$db)) self::$db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'user', 'pwd') return self::$db; } } function some_function() { $db = Database::singleton(); $db->get()->query('...'); } some_function(); But I just can't understand why you need that big class when you can do it merely with: class Database { private static $db; private function __construct(){} static function get() { if(!isset(self::$rand)) self::$db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'user', 'pwd'); return self::$db; } } function some_function() { Database::get()->query('...'); } some_function(); This last one works perfectly and I don't need to worry about $db anymore. But maybe I'm forgetting something. So, who's wrong, who's right?

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  • ViewController behaving oddly when pushed on the window

    - by ayazalavi
    I am using multiple controller during launch of an application in app delegate. One controller is for registration and the second controller is tabbar. tabbar was loading fine but when I pushed registration controller on window, contents went up by 20 units and I have good white blank screen at bottom. Therefore I recreated frame of my registration view controller in its viewdidload method and slided it 20 units down. The code is self.view.frame = CGRectMake(0, 20, self.view.frame.size.width, self.view.frame.size.height); and code in my app delegate for launch application was - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { if (![self accountExists]) { //code if account does not exists on iphone app database self.registerAccount = [[registerViewController alloc] initWithNibName:@"registerViewController" bundle:nil]; [window addSubview:registerAccount.view]; } else if([self autoLoginForAnyAccount]){ //code for autologin to app } else { self.tabBarController.selectedIndex = 1; self.tabBarController.delegate = self; [window addSubview:tabBarController.view]; } [window makeKeyAndVisible]; return YES; } if anyone knows why there is a white space at bottom when registration controller is pushed then please share it with me.

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  • Setting UITabBarItem title from UINavigationController?

    - by fuzzygoat
    I have setup a UITabBarController with two tabs, one is a simple UIViewController and the other is a UINavigationController using second UIViewController as its rootController to set up a UITableView. My question is with regard to naming the tabs (i.e. UITabBarItem) For the first tab (simple UIViewController) I have added the following (see below) to the controllers -init method. - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [self tabBarItem]; [tabBarItem setTitle:@"ONE"]; } return self; } For the other tab I have added (see below) to the second controllers init (rootController). - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [[self navigationController] tabBarItem]; [tabBarItem setTitle:@"TWO"]; } return self; } Am I setting the second tabBarItem title in the right place as currently it is not showing? EDIT: I can correctly set the UITabBarItem from within the AppDelegate when I first create the controllers, ready for adding to the UITabBarController. But I really wanted to do this in the individual controller -init methods for neatness. // UITabBarController UITabBarController *tempRoot = [[UITabBarController alloc] init]; [self setRootController:tempRoot]; [tempRoot release]; NSMutableArray *tabBarControllers = [[NSMutableArray alloc] init]; // UIViewController ONE MapController *mapController = [[MapController alloc] init]; [tabBarControllers addObject:mapController]; [mapController release]; // UITableView TWO TableController *rootTableController = [[TableController alloc] init]; UINavigationController *tempNavController = [[UINavigationController alloc] initWithRootViewController:rootTableController]; [rootTableController release]; [tabBarControllers addObject:tempNavController]; [tempNavController release]; [rootController setViewControllers:tabBarControllers]; [tabBarControllers release]; [window addSubview:[rootController view]]; [window makeKeyAndVisible];

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  • How to tell if leaving iOS app entered foreground from fast-app switching or manually?

    - by JPK
    Is there a way to tell if an iOS app enters the foreground from fast-app switching or manually? I need to know by the time applicationWillEnterForeground is called, so some specific code can be executed (or not executed) depending on the condition in which the app entered the foreground. EDIT: It turned out that this was more of a design issue for me. I moved my code to applicationDidBecomeActive. I also added a BOOL property to the appDelegate called fastAppSwitching (probably the wrong name for it). I set this to YES in application:handleOpenURL and application:openURL:sourceApplication:annotation. Then I added the following code to application:didFinishLaunchingWithOptions: if (launchOptions) { self.fastAppSwitching = YES; } else { self.fastAppSwitching = NO; } In applicationDidBecomeActive, I used the following code: if (fastAppSwitching == YES) { self.fastAppSwitching = NO; //stop, don't go any further } else { ... } EDIT2: MaxGabriel makes a good point below: "Just a warning to others taking the solution described here, applicationDidBecomeActive: is called when the user e.g. ignores a phone call or text message, unlike applicationWillEnterForeground". This is actually also true for in-app purchases and Facebook in-app authorization (new in iOS 6). So, with some further testing, this is the current solution: Add a new Bool called passedThroughWillEnterForeground. In applicationWillResignActive: self.passedThroughWillEnterForeground = NO; In applicationDidEnterBackground: self.passedThroughWillEnterForeground = NO; In applicationWillEnterForeground: self.passedThroughWillEnterForeground = YES; In applicationDidBecomeActive: if (passedThroughWillEnterForeground) { //we are NOT returning from 6.0 (in-app) authorization dialog or in-app purchase dialog, etc //do nothing with this BOOL - just reset it self.passedThroughWillEnterForeground = NO; } else { //we ARE returning from 6.0 (in-app) authorization dialog or in-app purchase dialog - IE //This is the same as fast-app switching in our book, so let's keep it simple and use this to set that self.fastAppSwitching = YES; } if (fastAppSwitching == YES) { self.fastAppSwitching = NO; } else { ... } EDIT3: I think we also need a bool to tell if app was launched from terminated.

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  • Django Admin Running Same Query Thousands of Times for Model

    - by Tom
    Running into an odd . . . loop when trying to view a model in the Django admin. I have three related models (code trimmed for brevity, hopefully I didn't trim something I shouldn't have): class Association(models.Model): somecompany_entity_id = models.CharField(max_length=10, db_index=True) name = models.CharField(max_length=200) def __unicode__(self): return self.name class ResidentialUnit(models.Model): building = models.CharField(max_length=10) app_number = models.CharField(max_length=10) unit_number = models.CharField(max_length=10) unit_description = models.CharField(max_length=100, blank=True) association = models.ForeignKey(Association) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) def __unicode__(self): return '%s: %s, Unit %s' % (self.association, self.building, self.unit_number) class Resident(models.Model): unit = models.ForeignKey(ResidentialUnit) type = models.CharField(max_length=20, blank=True, default='') lookup_key = models.CharField(max_length=200) jenark_id = models.CharField(max_length=20, blank=True) user = models.ForeignKey(User) is_association_admin = models.BooleanField(default=False, db_index=True) show_in_contact_list = models.BooleanField(default=False, db_index=True) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) _phones = {} home_phone = None work_phone = None cell_phone = None app_number = None account_cache_key = None def __unicode__(self): return '%s' % self.user.get_full_name() It's the last model that's causing the problem. Trying to look at a Resident in the admin takes 10-20 seconds. If I take 'self.association' out of the __unicode__ method for ResidentialUnit, a resident page renders pretty quickly. Looking at it in the debug toolbar, without the association name in ResidentialUnit (which is a foreign key on Resident), the page runs 14 queries. With the association name put back in, it runs a far more impressive 4,872 queries. The strangest part is the extra queries all seem to be looking up the association name. They all come from the same line, the __unicode__ method for ResidentialUnit. Each one is the exact same thing, e.g., SELECT `residents_association`.`id`, `residents_association`.`jenark_entity_id`, `residents_association`.`name` FROM `residents_association` WHERE `residents_association`.`id` = 1096 ORDER BY `residents_association`.`name` ASC I assume I've managed to create a circular reference, but if it were truly circular, it would just die, not run 4000x and then return. Having trouble finding a good Google or StackOverflow result for this.

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  • On load rather than on click

    - by connor
    I have the following code: jQuery(function ($) { var OSX = { container: null, init: function () { $("input.apply, a.apply").click(function (e) { e.preventDefault(); $("#osx-modal-content").modal({ overlayId: 'osx-overlay', containerId: 'osx-container', closeHTML: null, minHeight: 80, opacity: 65, position: ['0',], overlayClose: true, onOpen: OSX.open, onClose: OSX.close }); }); }, open: function (d) { var self = this; self.container = d.container[0]; d.overlay.fadeIn('fast', function () { $("#osx-modal-content", self.container).show(); var title = $("#osx-modal-title", self.container); title.show(); d.container.slideDown('fast', function () { setTimeout(function () { var h = $("#osx-modal-data", self.container).height() + title.height() + 20; // padding d.container.animate( {height: h}, 200, function () { $("div.close", self.container).show(); $("#osx-modal-data", self.container).show(); } ); }, 300); }); }) }, close: function (d) { var self = this; // this = SimpleModal object d.container.animate( {top:"-" + (d.container.height() + 20)}, 500, function () { self.close(); // or $.modal.close(); } ); } }; OSX.init(); }); To load this script, a button with the class "apply" has to be clicked... Does anyone know a way of loading this script "onload" without a button being clicked? I have tried a lot of things, but I am a newbie when it comes to Javascript. Thanks!

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  • Empty value when iterating a dictionary with .iteritems() method

    - by ptpatil
    I am having some weird trouble with dictionaries, I am trying to iterate pairs from a dictionary to pass to another function. The loop for the iterator though for some reason always returns empty values. Here is the code: def LinktoCentral(self, linkmethod): if linkmethod == 'sim': linkworker = Linker.SimilarityLinker() matchlist = [] for k,v in self.ToBeMatchedTable.iteritems(): matchlist.append(k, linkworker.GetBestMatch(v, self.CentralDataTable.items())) Now if I insert a print line above the for loop: matchlist = [] print self.ToBeMatchedTable.items() for k,v in self.ToBeMatchedTable.iteritems(): matchlist.append(k, linkworker.GetBestMatch(v, self.CentralDataTable.items())) I get the data that is supposed to be in the dictionary printed out. The values of the dictionary are list objects. An example tuple I get from the dictionary when printing just above the for loop: >>> (1, ['AARP/United Health Care', '8002277789', 'PO Box 740819', 'Atlanta', 'GA', '30374-0819', 'Paper', '3676']) However, the for loop gives empty lists to the linkworker.GetBestMatch method. If I put a print line just below the for loop, here is what I get: Code: matchlist = [] for k,v in self.ToBeMatchedTable.iteritems(): print self.ToBeMatchedTable.items() matchlist.append(k, linkworker.GetBestMatch(v, self.CentralDataTable.items())) ## Place holder for line to send match list to display window return matchlist Result of first iteration: >>> (0, ['', '', '', '', '', '', '', '']) I literally have no idea whats going on, there is nothing else going on while this loop is executed. Any stupid mistakes I made?

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  • delegate issues in Xcode

    - by trludt
    .h file #import <UIKit/UIKit.h> @interface AddEventViewController : UIViewController <UITextViewDelegate> @end .m file @property (weak, nonatomic) IBOutlet UITextField *textField1; @property (weak, nonatomic) IBOutlet UITextField *textField2; @property (weak, nonatomic) IBOutlet UITextField *textField3; - (IBAction)textFieldReturn:(id)sender; @end @implementation AddEventViewController @synthesize textField1, textField2, textField3; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization } return self; } - (IBAction)textFieldReturn:(id)sender; { [sender resignFirstResponder]; } - (void)viewDidLoad { [super viewDidLoad]; self.textField1.delegate = self; textField1.delegate = self; // Do any additional setup after loading the view. } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } - (void)touchesBegan: (NSSet *) touches withEvent: (UIEvent *)event { if (textField1) { if ([textField1 canResignFirstResponder]) [textField1 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; if (textField2) { if ([textField2 canResignFirstResponder]) [textField2 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; if (textField3) { if ([textField3 canResignFirstResponder]) [textField3 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; } - (BOOL)textFieldShouldReturn:(UITextField *)textField { [textField1 resignFirstResponder]; return NO; [textField2 resignFirstResponder]; return NO; [textField3 resignFirstResponder]; return NO; } @end Ok so im getting the yellow bug symbol on the lines: - (void)viewDidLoad { [super viewDidLoad]; self.textField1.delegate = self; textField1.delegate = self; } I don't know how to delegate all of my textFields? how do i make this textFieldReturn work for all of my textFields.. that viewDidLoad area has to be the problem, because everything else works good...

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  • Using Unity – Part 6

    - by nmarun
    This is the last of the ‘Unity’ series and I’ll be talking about generics here. If you’ve been following the previous articles, you must have noticed that I’m just adding more and more ‘Product’ classes to the project. I’ll change that trend in this blog where I’ll be adding an ICaller interface and a Caller class. 1: public interface ICaller<T> where T : IProduct 2: { 3: string CallMethod<T>(string typeName); 4: } 5:  6: public class Caller<T> : ICaller<T> where T:IProduct 7: { 8: public string CallMethod<T>(string typeName) 9: { 10: //... 11: } 12: } We’ll fill-in the implementation of the CallMethod in a few, but first, here’s what we’re going to do: create an instance of the Caller class pass it the IProduct as a generic parameter in the CallMethod method, we’ll use Unity to dynamically create an instance of IProduct implemented object I need to add the config information for ICaller and Caller types. 1: <typeAlias alias="ICaller`1" type="ProductModel.ICaller`1, ProductModel" /> 2: <typeAlias alias="Caller`1" type="ProductModel.Caller`1, ProductModel" /> The .NET Framework’s convention to express generic types is ICaller`1, where the digit following the "`" matches the number of types contained in the generic type. So a generic type that contains 4 types contained in the generic type would be declared as: 1: <typeAlias alias="Caller`4" type="ProductModel.Caller`4, ProductModel" /> On my .aspx page, I have the following UI design: 1: <asp:RadioButton ID="LegacyProduct" Text="Product" runat="server" GroupName="ProductWeb" 2: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 3: <br /> 4: <asp:RadioButton ID="NewProduct" Text="Product 2" runat="server" GroupName="ProductWeb" 5: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 6: <br /> 7: <asp:RadioButton ID="ComplexProduct" Text="Product 3" runat="server" GroupName="ProductWeb" 8: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 9: <br /> 10: <asp:RadioButton ID="ArrayConstructor" Text="Product 4" runat="server" GroupName="ProductWeb" 11: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> Things to note here are that all these radio buttons belong to the same GroupName => only one of these four can be clicked. Next, all four controls postback to the same ‘OnCheckedChanged’ event and lastly the ID’s point to named types of IProduct (already added to the web.config file). 1: <type type="IProduct" mapTo="Product" name="LegacyProduct" /> 2:  3: <type type="IProduct" mapTo="Product2" name="NewProduct" /> 4:  5: <type type="IProduct" mapTo="Product3" name="ComplexProduct"> 6: ... 7: </type> 8:  9: <type type="IProduct" mapTo="Product4" name="ArrayConstructor"> 10: ... 11: </type> In my calling code, I see which radio button was clicked, pass that as an argument to the CallMethod method. 1: protected void RadioButton_CheckedChanged(object sender, EventArgs e) 2: { 3: string typeName = ((RadioButton)sender).ID; 4: ICaller<IProduct> caller = unityContainer.Resolve<ICaller<IProduct>>(); 5: productDetailsLabel.Text = caller.CallMethod<IProduct>(typeName); 6: } What’s basically happening here is that the ID of the control gets passed on to the typeName which will be one of “LegacyProduct”, “NewProduct”, “ComplexProduct” or “ArrayConstructor”. I then create an instance of an ICaller and pass the typeName to it. Now, we’ll fill in the blank for the CallMethod method (sorry for the naming guys). 1: public string CallMethod<T>(string typeName) 2: { 3: IUnityContainer unityContainer = HttpContext.Current.Application["UnityContainer"] as IUnityContainer; 4: T productInstance = unityContainer.Resolve<T>(typeName); 5: return ((IProduct)productInstance).WriteProductDetails(); 6: } This is where I’ll resolve the IProduct by passing the type name and calling the WriteProductDetails() method. With all things in place, when I run the application and choose different radio buttons, the output should look something like below:          Basically this is how generics come to play in Unity. Please see the code I’ve used for this here. This marks the end of the ‘Unity’ series. I’ll definitely post any updates that I find, but for now I don’t have anything planned.

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  • C#/.NET Little Wonders: Using &lsquo;default&rsquo; to Get Default Values

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Today’s little wonder is another of those small items that can help a lot in certain situations, especially when writing generics.  In particular, it is useful in determining what the default value of a given type would be. The Problem: what’s the default value for a generic type? There comes a time when you’re writing generic code where you may want to set an item of a given generic type.  Seems simple enough, right?  We’ll let’s see! Let’s say we want to query a Dictionary<TKey, TValue> for a given key and get back the value, but if the key doesn’t exist, we’d like a default value instead of throwing an exception. So, for example, we might have a the following dictionary defined: 1: var lookup = new Dictionary<int, string> 2: { 3: { 1, "Apple" }, 4: { 2, "Orange" }, 5: { 3, "Banana" }, 6: { 4, "Pear" }, 7: { 9, "Peach" } 8: }; And using those definitions, perhaps we want to do something like this: 1: // assume a default 2: string value = "Unknown"; 3:  4: // if the item exists in dictionary, get its value 5: if (lookup.ContainsKey(5)) 6: { 7: value = lookup[5]; 8: } But that’s inefficient, because then we’re double-hashing (once for ContainsKey() and once for the indexer).  Well, to avoid the double-hashing, we could use TryGetValue() instead: 1: string value; 2:  3: // if key exists, value will be put in value, if not default it 4: if (!lookup.TryGetValue(5, out value)) 5: { 6: value = "Unknown"; 7: } But the “flow” of using of TryGetValue() can get clunky at times when you just want to assign either the value or a default to a variable.  Essentially it’s 3-ish lines (depending on formatting) for 1 assignment.  So perhaps instead we’d like to write an extension method to support a cleaner interface that will return a default if the item isn’t found: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } 17:  So this creates an extension method on Dictionary<TKey, TValue> that will attempt to get a value using the given key, and will return the defaultIfNotFound as a stand-in if the key does not exist. This code compiles, fine, but what if we would like to go one step further and allow them to specify a default if not found, or accept the default for the type?  Obviously, we could overload the method to take the default or not, but that would be duplicated code and a bit heavy for just specifying a default.  It seems reasonable that we could set the not found value to be either the default for the type, or the specified value. So what if we defaulted the type to null? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = null) // ... No, this won’t work, because only reference types (and Nullable<T> wrapped types due to syntactical sugar) can be assigned to null.  So what about a calling parameterless constructor? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = new TValue()) // ... No, this won’t work either for several reasons.  First, we’d expect a reference type to return null, not an “empty” instance.  Secondly, not all reference types have a parameter-less constructor (string for example does not).  And finally, a constructor cannot be determined at compile-time, while default values can. The Solution: default(T) – returns the default value for type T Many of us know the default keyword for its uses in switch statements as the default case.  But it has another use as well: it can return us the default value for a given type.  And since it generates the same defaults that default field initialization uses, it can be determined at compile-time as well. For example: 1: var x = default(int); // x is 0 2:  3: var y = default(bool); // y is false 4:  5: var z = default(string); // z is null 6:  7: var t = default(TimeSpan); // t is a TimeSpan with Ticks == 0 8:  9: var n = default(int?); // n is a Nullable<int> with HasValue == false Notice that for numeric types the default is 0, and for reference types the default is null.  In addition, for struct types, the value is a default-constructed struct – which simply means a struct where every field has their default value (hence 0 Ticks for TimeSpan, etc.). So using this, we could modify our code to this: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound = default(TValue)) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } Now, if defaultIfNotFound is unspecified, it will use default(TValue) which will be the default value for whatever value type the dictionary holds.  So let’s consider how we could use this: 1: lookup.GetValueOrDefault(1); // returns “Apple” 2:  3: lookup.GetValueOrDefault(5); // returns null 4:  5: lookup.GetValueOrDefault(5, “Unknown”); // returns “Unknown” 6:  Again, do not confuse a parameter-less constructor with the default value for a type.  Remember that the default value for any type is the compile-time default for any instance of that type (0 for numeric, false for bool, null for reference types, and struct will all default fields for struct).  Consider the difference: 1: // both zero 2: int i1 = default(int); 3: int i2 = new int(); 4:  5: // both “zeroed” structs 6: var dt1 = default(DateTime); 7: var dt2 = new DateTime(); 8:  9: // sb1 is null, sb2 is an “empty” string builder 10: var sb1 = default(StringBuilder()); 11: var sb2 = new StringBuilder(); So in the above code, notice that the value types all resolve the same whether using default or parameter-less construction.  This is because a value type is never null (even Nullable<T> wrapped types are never “null” in a reference sense), they will just by default contain fields with all default values. However, for reference types, the default is null and not a constructed instance.  Also it should be noted that not all classes have parameter-less constructors (string, for instance, doesn’t have one – and doesn’t need one). Summary Whenever you need to get the default value for a type, especially a generic type, consider using the default keyword.  This handy word will give you the default value for the given type at compile-time, which can then be used for initialization, optional parameters, etc. Technorati Tags: C#,CSharp,.NET,Little Wonders,default

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  • Error when adding indicator in quickly

    - by tachyons
    I just started new project using quickly Eevery thing work perfectly .I decided to add an indicator to my program I used the command quickly add indicator using the command quickly add indicator . After that my project stoped working It shows the following error quickly run /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwargs) Traceback (most recent call last): File "bin/mytube", line 33, in <module> mytube.main() File "/home/aboobacker/mytube/mytube/__init__.py", line 33, in main window = MytubeWindow.MytubeWindow() File "/home/aboobacker/mytube/mytube_lib/Window.py", line 35, in __new__ new_object.finish_initializing(builder) File "/home/aboobacker/mytube/mytube/MytubeWindow.py", line 24, in finish_initializing super(MytubeWindow, self).finish_initializing(builder) File "/home/aboobacker/mytube/mytube_lib/Window.py", line 75, in finish_initializing self.indicator = indicator.new_application_indicator(self) File "/home/aboobacker/mytube/mytube/indicator.py", line 52, in new_application_indicator ind = Indicator(window) File "/home/aboobacker/mytube/mytube/indicator.py", line 20, in __init__ self.indicator = AppIndicator3.Indicator('mytube', '', AppIndicator3.IndicatorCategory.APPLICATION_STATUS) TypeError: GObject.__init__() takes exactly 0 arguments (3 given) How to fix it ?

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  • OSError : [Errno 38] Function not implemented - Django Celery implementation

    - by Jordan Messina
    I installed django-celery and I tried to start up the worker server but I get an OSError that a function isn't implemented. I'm running CentOS release 5.4 (Final) on a VPS: . broker -> amqp://guest@localhost:5672/ . queues -> . celery -> exchange:celery (direct) binding:celery . concurrency -> 4 . loader -> djcelery.loaders.DjangoLoader . logfile -> [stderr]@WARNING . events -> OFF . beat -> OFF [2010-07-22 17:10:01,364: WARNING/MainProcess] Traceback (most recent call last): [2010-07-22 17:10:01,364: WARNING/MainProcess] File "manage.py", line 11, in <module> [2010-07-22 17:10:01,364: WARNING/MainProcess] execute_manager(settings) [2010-07-22 17:10:01,364: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/django/core/management/__init__.py", line 438, in execute_manager [2010-07-22 17:10:01,364: WARNING/MainProcess] utility.execute() [2010-07-22 17:10:01,364: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/django/core/management/__init__.py", line 379, in execute [2010-07-22 17:10:01,365: WARNING/MainProcess] self.fetch_command(subcommand).run_from_argv(self.argv) [2010-07-22 17:10:01,365: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/django/core/management/base.py", line 191, in run_from_argv [2010-07-22 17:10:01,365: WARNING/MainProcess] self.execute(*args, **options.__dict__) [2010-07-22 17:10:01,365: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/django/core/management/base.py", line 218, in execute [2010-07-22 17:10:01,365: WARNING/MainProcess] output = self.handle(*args, **options) [2010-07-22 17:10:01,365: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/django_celery-2.0.0-py2.6.egg/djcelery/management/commands/celeryd.py", line 22, in handle [2010-07-22 17:10:01,366: WARNING/MainProcess] run_worker(**options) [2010-07-22 17:10:01,366: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/bin/celeryd.py", line 385, in run_worker [2010-07-22 17:10:01,366: WARNING/MainProcess] return Worker(**options).run() [2010-07-22 17:10:01,366: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/bin/celeryd.py", line 218, in run [2010-07-22 17:10:01,366: WARNING/MainProcess] self.run_worker() [2010-07-22 17:10:01,366: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/bin/celeryd.py", line 312, in run_worker [2010-07-22 17:10:01,367: WARNING/MainProcess] worker.start() [2010-07-22 17:10:01,367: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/worker/__init__.py", line 206, in start [2010-07-22 17:10:01,367: WARNING/MainProcess] component.start() [2010-07-22 17:10:01,367: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/concurrency/processes/__init__.py", line 54, in start [2010-07-22 17:10:01,367: WARNING/MainProcess] maxtasksperchild=self.maxtasksperchild) [2010-07-22 17:10:01,367: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/concurrency/processes/pool.py", line 448, in __init__ [2010-07-22 17:10:01,368: WARNING/MainProcess] self._setup_queues() [2010-07-22 17:10:01,368: WARNING/MainProcess] File "/usr/local/lib/python2.6/site-packages/celery-2.0.1-py2.6.egg/celery/concurrency/processes/pool.py", line 564, in _setup_queues [2010-07-22 17:10:01,368: WARNING/MainProcess] self._inqueue = SimpleQueue() [2010-07-22 17:10:01,368: WARNING/MainProcess] File "/usr/local/lib/python2.6/multiprocessing/queues.py", line 315, in __init__ [2010-07-22 17:10:01,368: WARNING/MainProcess] self._rlock = Lock() [2010-07-22 17:10:01,368: WARNING/MainProcess] File "/usr/local/lib/python2.6/multiprocessing/synchronize.py", line 117, in __init__ [2010-07-22 17:10:01,369: WARNING/MainProcess] SemLock.__init__(self, SEMAPHORE, 1, 1) [2010-07-22 17:10:01,369: WARNING/MainProcess] File "/usr/local/lib/python2.6/multiprocessing/synchronize.py", line 49, in __init__ [2010-07-22 17:10:01,369: WARNING/MainProcess] sl = self._semlock = _multiprocessing.SemLock(kind, value, maxvalue) [2010-07-22 17:10:01,369: WARNING/MainProcess] OSError [2010-07-22 17:10:01,369: WARNING/MainProcess] : [2010-07-22 17:10:01,369: WARNING/MainProcess] [Errno 38] Function not implemented Am I just totally screwed and should use a new kernel that has this implemented or is there an easy way to resolve this?

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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • 'module' object has no attribute 'PY2'

    - by ManikandanV
    I am using ubuntu 14.04, was trying to install python-memcache. I have got an error like Downloading/unpacking python-memcached Downloading python-memcached-1.53.tar.gz Cleaning up... Exception: Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/pip/basecommand.py", line 122, in main status = self.run(options, args) File "/usr/lib/python2.7/dist-packages/pip/commands/install.py", line 278, in run requirement_set.prepare_files(finder, force_root_egg_info=self.bundle, bundle=self.bundle) File "/usr/lib/python2.7/dist-packages/pip/req.py", line 1229, in prepare_files req_to_install.run_egg_info() File "/usr/lib/python2.7/dist-packages/pip/req.py", line 292, in run_egg_info logger.notify('Running setup.py (path:%s) egg_info for package %s' % (self.setup_py, self.name)) File "/usr/lib/python2.7/dist-packages/pip/req.py", line 284, in setup_py if six.PY2 and isinstance(setup_py, six.text_type): AttributeError: 'module' object has no attribute 'PY2' Storing debug log for failure in /home/mani/.pip/pip.log I am getting the same error when installing Django-celery, pymongo etc

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  • How can I change the wallpaper using a Python script?

    - by furtelwart
    I want to change my wallpaper in Ubuntu 11.10 (with Unity) in a small Python script. I found the possibility to change it via the gconf-editor in /desktop/gnome/background/picture_filename. With python-gconf, I'm able to change the necessary values. Apparently, the gconf string is not read out. If I change it (either via a script or via gconf-editor), the wallpaper remains and in the menu of "Change wallpaper", the old wallpaper is shown. How am I able to change the wallpaper for Unity via a Python script? The following code does work. Apparently, the gsettings are only applied, if some Gtk code is executed. #!/usr/bin/python # -*- coding: utf-8 -*- from gi.repository import Gtk, Gio class BackgroundChanger(): SCHEMA = 'org.gnome.desktop.background' KEY = 'picture-uri' def change_background(self, filename): gsettings = Gio.Settings.new(self.SCHEMA) print(gsettings.get_string(self.KEY)) print(gsettings.set_string(self.KEY, "file://" + filename)) Gtk.Window() print(gsettings.get_string(self.KEY)) if __name__ == "__main__": BackgroundChanger().change_background("/home/user/existing.jpg")

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  • Oracle University Nuevos cursos (Week 42)

    - by rituchhibber
    Oracle University ha publicado recientemenete las siguentes formaciones (o versiones) nuevos: Database Oracle Enterprise Manager Cloud Control 12c: Install & Upgrade (Training On Demand) MySQL Performance Tuning (Training On Demand) Fusion Middleware Oracle GoldenGate 11g Fundamentals for Oracle (4 days) Oracle WebCenter Content 11g: Site Studio Essentials (5 days) Oracle WebCenter Portal 11g: Build Portals with Spaces (3 days) Business Intelligence Oracle BI 11g R1: Create Analyses and Dashboards (4 days) SOA & BPM SOA Adoption and Architecture Fundamentals (3 Days) eBusiness Suite R12 Oracle Using and Maintaining Approvals Management - Self-Study Course R12 Oracle HRMS Advanced Benefits Fundamentals - Self-Study Course WebLogic Oracle WebLogic Server 11g: Monitor and Tune Performance (Training On Demand) Financial Oracle Project Financial Planning 11.1.2: Create Projects ( 3 days) Tuxedo Oracle Tuxedo 12c: Application Administration (5 days) Java Java SE 7: The Platform Evolves - Self-Study Course Primevera Primavera Client/Server Partner Trainer Course - Self-Study Course Primavera Progress Reporter 8.2 - Self-Study Course Póngase en contacto con el equipo local de Oracle University para conocer las fechas y otros detalles de los cursos.

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  • Oracle University Nuovi corsi (Week 42)

    - by rituchhibber
    Oracle University ha recentemente rilasciato i seguenti nuovi corsi in inglese: Database Oracle Enterprise Manager Cloud Control 12c: Install & Upgrade (Training On Demand) MySQL Performance Tuning (Training On Demand) Fusion Middleware Oracle GoldenGate 11g Fundamentals for Oracle (4 days) Oracle WebCenter Content 11g: Site Studio Essentials (5 days) Oracle WebCenter Portal 11g: Build Portals with Spaces (3 days) Business Intelligence Oracle BI 11g R1: Create Analyses and Dashboards (4 days) SOA & BPM SOA Adoption and Architecture Fundamentals (3 Days) eBusiness Suite R12 Oracle Using and Maintaining Approvals Management - Self-Study Course R12 Oracle HRMS Advanced Benefits Fundamentals - Self-Study Course WebLogic Oracle WebLogic Server 11g: Monitor and Tune Performance (Training On Demand) Financial Oracle Project Financial Planning 11.1.2: Create Projects ( 3 days) Tuxedo Oracle Tuxedo 12c: Application Administration (5 days) Java Java SE 7: The Platform Evolves - Self-Study Course Primevera Primavera Client/Server Partner Trainer Course - Self-Study Course Primavera Progress Reporter 8.2 - Self-Study Course Per ulteriori informazioni e per conoscere le date dei corsi, contattate il vostro Oracle University team locale.

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • How to access parent window in dialog

    - by Bruce
    I am using Quickly and created the main window and a dialog. In the main window I am setting access to database (u1db) in the finish_initializing method (self.db=...). After an action I open a dialog where I need access to the database. I thought that I can use self.get_parent() in the dialog to get instance of the main window and access the database, but return value of the get_parent() is None. My question is, how can I access the instance of the parent window in the dialog or perhaps where should I place the instance of the database wrapper? Shortened code: class GuitestWindow(Window): def finish_initializing(self, builder): ... self.db = u1db.open( db_path, create=True ) def on_addaccountbutton_clicked(self, widget): dialog = NewAccountDialog.NewAccountDialog() result = dialog.run() dialog.hide()

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  • Can PPP CHAP authentication use Cisco "Type 5" MD5 passwords?

    - by romandas
    Looking over Cisco's documentation, and RFC 1994 (PPP CHAP authentication), my initial guess is "no", because CHAP requires a cleartext password to rehash every time it sends a challenge. Is this true? If so, is there another way to configure CHAP so it doesn't use the easily-decoded type 7 passwords? The Cisco device in question uses local authentication, not a TACACS+ or RADIUS server. Would using RADIUS eliminate the problem or just move it to the RADIUS server?

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